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Elves 1495

Elves (Good)
Kindred Archers Infantry
Unit Size Sp Me Ra De At Ne Pts
Horde(40) 6 5+ 4+ 4+ 20 21/23 250 Bows (Range 24"), Elite
- Heart-seeking Chant 30
Silverbreeze Cavalry Cavalry
Unit Size Sp Me Ra De At Ne Pts
Troop(5) 10 5+ 4+ 4+ 7 11/13 145 Bows (Range 24"), Elite, Nimble
Drakon Riders Large Cavalry
Unit Size Sp Me Ra De At Ne Pts
Horde(6) 10 3+ - 5+ 18 15/17 270 Crushing Strength (1), Elite, Fly,
Thunderous Charge (1)
- Brew of Haste 15
War Chariots Large Cavalry
Unit Size Sp Me Ra De At Ne Pts
Horde(6) 8 4+ 4+ 4+ 16 16/18 215 Base Size: (50x100mm), Bows
(Range 24"), Elite, Thunderous
Charge (2)
Elven Mage Hero (Inf)
Unit Size Sp Me Ra De At Ne Pts
(1) 9 5+ - 4+ 1 10/12 75 Hero (Cav), Elite, Heal (3),
Individual
- Mount on a horse, increasing Speed to 9 and changing 15
to Hero (Cav)
- Shroud of the Saint 25
Noble War Chariot Hero (LrgCav)
Unit Size Sp Me Ra De At Ne Pts
(1) 8 3+ 4+ 4+ 4 11/13 90 Hero (LrgCav), Base Size:
(50x100mm), Bows (Range 24"),
Elite, Nimble, Thunderous Charge
(2)
- Inspiring Talisman 20
Mystical Dragon Kindred Lord Hero (Mon)
Unit Size Sp Me Ra De At Ne Pts
(1) 10 3+ - 5+ 10 18/20 340 Hero (Mon), Base Size:
(75x75mm), Brutal, Crushing
Strength (3), Elite, Fireball (15), Fly,
Inspiring
- Mace of Crushing 5

1495
Brew of The unit has +1 Speed.
Haste

Brutal When testing the Nerve of an enemy unit in melee with one or more of your units with this
rule, add +1 to the total.

Crushing All melee hits inflicted by the unit have a +(n) modifier when rolling to damage.
Strength

Elite Whenever the unit rolls to hit, it can re-roll all dice that score a natural, unmodified 1.

Fireball Spell. Range 12". When targeting enemy units in cover or with the Stealthy special rule, these
attacks hit on a 5+ instead of 4+.

Fly The unit can move over anything (blocking terrain, enemy units, friendly units when charging,
etc.), but still cannot land on top of them. The unit does not suffer hindered charges for
moving over difficult terrain or obstacles, unless it ends the move within or touching them.
The unit also has the Nimble special rule. While Disordered, units lose the Fly special rule
including the Nimble that it grants. If the unit has Nimble for a different reason (ie: Individual)
then they will remain Nimble while Disordered.

Heal Spell. Range 12". Friendly unit only, including units engaged in combat. Hits don’t inflict
damage. Instead, for every hit ‘inflicted’, the friendly unit removes a point of damage that it
has previously suffered.

Heart- The unit’s ranged attacks and spells have the Piercing (1) special rule, or if the unit already has
seeking Piercing, it is increased by 1.
Chant

Individual
Line of Sight Before being given an order, an individual may pivot to face any direction for
free. Individuals never block line of sight or offer cover against ranged attacks.
Move Individuals have the Nimble special rule.
Shooting Individuals may pivot to face any direction for free before picking a target in the
shooting phase. Enemies shooting against Individuals suffer an additionals -1 to hit modifier.
Melee When charging an individual, a unit must make contact with the face that they started in
as normal, however the Individual will turn to align flush with the unit’s facing, rather than the
unit aligning to the individual’s facing. Enemies never double/treble their Attacks when
fighting the individual. Similarly, the individual does not double/treble its own attacks when
attacking an enemy in the flank/rear. It does still treble its attacks against war engines,
however. If an individual is routed and the charger (including another individual) decides to
advance D6" directly forward, it can make contact with another enemy unit. In melee,
enemies treble their attacks when attacking War Engines with the Individual special rule.

Inspiring If this unit, or any friendly non-allied unit within 6" of this unit, is Routed, the opponent must
re-roll that Nerve test. The second result stands.

Inspiring This artefact can only be used by Heroes. The Hero has the Inspiring special rule.
Talisman

Mace of Whenever the unit rolls to damage in melee, it can re-roll one of the dice that failed to damage.
Crushing

Nimble The unit can make a single extra pivot of up to 90 degrees around its centre while executing
any move order, including a Charge! It cannot make this extra pivot when ordered to Halt. In
addition, the unit does not suffer from the –1 to hit modifier for moving and shooting. When
Disordered by a unit in melee with either the Phalanx or Ensnare special rule, this unit loses
the Nimble special rule until the end of its following turn.

Shroud of Users with the Heal spell only. This item


the Saint increases the unit’s Heal (n) value by 3. For
example: Heal (3) becomes Heal (6).

Thunderous All melee hits inflicted by the unit have a +(n) modifier when rolling to damage. This bonus is
Charge in addition to the unit's Crushing Strength (if any), however, the unit loses this bonus when
Disordered and reduces this bonus by 1 when Hindered.

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